Beta Branch Patch Notes e1.2.0

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If you can't sell your junks in towns because they are broke, just remember villages all starts with 1k gold, you can help the economy by selling junks to villagers and buy things off town merchants
 
Improvements in performance are great, making the armor actually available is great - Being unable to find anything better than Aserai Horseman armor in shops was uncool.

Some of the economic nerfs seem questionable, and would perhaps be better received if there was more alternatives/content for making money, but it is undeniable that certain ways to make money were just too easy.

Would like to see some focus on campaign/army AI and the kingdom level AI.
 
I don't understand why the devs are so focused on nerfing every possible income stream in a single player sandbox when there are much greater glaring issues. Why is nerfing everything in sight a priority? You won't be able to beta test the end game material appropriately if you're forcing a grind to get there. I personally am not playing until a mod fixes all the cock ups in this patch and I know several whom are doing the same.
 
It is. Not a single lag spike in that patch so far.

Previously I had to periodically watch low-resolution slideshows on sieges and frequent second-long freezes during field battles were the norm.

Using Intel i7-3770, by the way. The old work horse is still kicking.
having 30 fps on sieges with a very old i5 2400, it was as good as it sounded indeed
 
Du3wHxj.png

A small number of troops invaded up the siege tower,
but the rest just kept running at the wall,
then every so often a small trickle of men would double back to use the siege tower.
This lets the defenders mow them down easily on the walls.
The AI needs to re-compute paths every so often - or whenever a new path opens up (ladders get deployed or there is a broken gate/broken walls) and is not doing this for whatever reason.

The 1.2.0 patchnotes also discussed a specific fix to Battering rams - that your invaders wanted to stand on the other side of the door so they'd run over the ladders and scale the walls to get to the other side of the door, rather than hacking through it. This has not fully been fixed.

The AI prioritises getting to the other side of the Gatehouse doors too much. It doesn't fight other enemies until a critical % of allies have reached the far side of the door
4rvprDZ.png

Greens hanging around (waiting for reinforcements) on the far side of the gatehouse door, when they could be hunting down the pinks and helping their people still scaling the ladders.
xUdhV7A.png

Just hanging around by the door when they could be helping their green allies take that wall.
E86zjrp.png

Still hanging around waiting for reinforcements, despite dozens of troops being in a good position to go kill the pink defenders.
foZvOhE.png

In the last shot you see that the vast majority of the army had reached the far side (or rather, all the other green AIs that were not near the doors had died, so it amounts to the same thing - "enough men are on the far side of the door") of the door so they now switch to an "extermination" sub-routine and hunt down the defenders in a giant mob.

From this AI need to
  1. Recalculate paths on events (ladder deployed/dropped, siege tower deployed, siege tower destroyed, gate broken, walls broken)
  2. Actually kill defenders rather than hanging around by the door.
 
From this AI need to
  1. Recalculate paths on events (ladder deployed/dropped, siege tower deployed, siege tower destroyed, gate broken, walls broken)
  2. Actually kill defenders rather than hanging around by the door.

The base thing before they address those 2 points is that they need to allow players to actually command troops in sieges, right now it's forced to delegate and plus the points above, hence the suicide...
 
patchnotes-b-e1.2.0.png


Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0


Singleplayer
Crashes
  • A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
  • Fixed a crash occurred when executing prisoner heroes.
Performance
  • VRAM usage was reduced by solving some memory leaks in the UI.
  • Fixed some of the spikes in missions.
  • Minor GPU memory usage reduction for the world map.
Save & Load
  • Skill Level is preserved when loading old version savegames.
Localisation
  • Added traditional Chinese.
  • Some grammar mistakes are corrected and some typos fixed.
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Fleeing points for AI were added to battle terrains.
  • Fixed misplaced textures and added better-looking elements to the shop stands.
  • Fixed some visual issues in one of the aserai villages.
  • Fixed Vlandian Vanguard shield banner issue.
  • Fixed certain visual glitches that appear when rendering blood on flora.
  • Added three new items for crafting - one scabbard for swords and two blades for spears.
  • Fixed some problems on crafting items.
UI
  • Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
  • When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
  • Missiles can now pass through between siege ladders' steps.
  • Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
  • A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
  • A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
  • Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
  • AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
  • Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
  • Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
  • Changed Skill XP increase formula to 10 + skill level.
  • Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
  • Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
  • Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
  • Fixed a bug where crafted items could have different stats then shown during creation.
  • Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
  • Boosting construction now adds 50 construction rather than x2 construction speed
  • Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
  • Fixed a bug that made the settlement project's completion time negative.
Quests & Issues
  • Family Feud quest related fixes/improvements.
    • Bugs
      • Fixed a bug that causes quest dialogues to disappear after Save & Load.
      • Fixed a bug that causes a quest NPC to not spawn in the target village.
    • Improvements
      • Added/Changed some dialogue texts.
      • Added/Changed some log entries.
      • If the player dismisses the quest NPC from their party, the quest will fail.
  • The Spy Among Us (The Spy Party) quest related fixes/improvements.
    • General
      • Quest title is changed to "The Spy Among Us"
        From now on, players can activate the quest even if the quest giver is inside an army.
    • Fixes
      • Fixed a bug that changes face keys of spy candidates.
      • Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
      • Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
    • Improvements
      • The spy will scale up according to the player's skills.
      • Added better battle equipment for the spy.
      • Added/Changed some dialogue texts.
      • The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
      • Added visual trackers for the spy candidates (Default: "Alt" key).
      • Issue duration was changed from 35 days to 5 days.
  • Lord Needs A Tutor quest related fixes/improvements.
    • Fixes
      • Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
      • Fixed a bug that causes the quest giver and the quest NPC to be the same person.
    • Improvements
      • Added/Changed some log entries.
      • If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
  • Lord Wants Rival Captured quest related fixes/improvements.
    • Fixes
      • Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
      • Fixed a bug that causes duplicate/empty log entries.
    • Improvements
      • Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
  • Minor fixes for Headman Needs Grain issue.
  • Further issue quest dialogue improvements.
  • Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
  • Overhauled equipment of minor factions to better fit their characteristics.
  • When we entered a town scene for the second time, guards were missing. This was fixed.
  • Fixed the colour of the player's companion portraits when we enter a hostile settlement
  • Made the player's brother a bit younger.
  • Fixed a bug that caused prisoners to become governors.
Multiplayer
Audio
  • Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
  • Fixed issues related to requesting to join a custom game that is ending.
  • Fixed issues caused by multiple party members requesting to join a game at the same time.
  • Fixed some rare cases of disconnections from the Lobby.
Both
Performance
  • Major CPU performance improvements on both field and siege battles.
  • Minor performance improvements on multi-core usage.
Art
  • Fixed beards protruding from helmets.
Audio
  • Minor improvement on sounds playing delayed on slower HDDs.
  • Audio performance improvements for older CPUs.
  • Removed clicks and pops from boulder impact sounds.
  • Some volume changes for ambient sounds.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Caravans often or most of the time never arrives. It destroys the economy of the campaign. Bandit are raiding as never before and Caravans are too weak now! Dont know if this Was intended but it is weird imo
 
Yeah... at first the economy wasnt that bad but after 10 hrs is just impossible to sustain an army.. every town is broke sitting at 3k or less o,o
 
patchnotes-b-e1.2.0.png


Versions
Native: e1.2.0
SandboxCore: e1.2.0
Sandbox: e1.2.0
Storymode: e1.2.0
CustomBattle: e1.2.0


Singleplayer
Crashes
  • A crash that was caused by accessing the rider of a mount while the mount was changed was fixed.
  • Fixed a crash occurred when executing prisoner heroes.
Performance
  • VRAM usage was reduced by solving some memory leaks in the UI.
  • Fixed some of the spikes in missions.
  • Minor GPU memory usage reduction for the world map.
Save & Load
  • Skill Level is preserved when loading old version savegames.
Localisation
  • Added traditional Chinese.
  • Some grammar mistakes are corrected and some typos fixed.
  • Improvements, additions and corrections for Turkish and Simplified Chinese translations.
Art
  • Fleeing points for AI were added to battle terrains.
  • Fixed misplaced textures and added better-looking elements to the shop stands.
  • Fixed some visual issues in one of the aserai villages.
  • Fixed Vlandian Vanguard shield banner issue.
  • Fixed certain visual glitches that appear when rendering blood on flora.
  • Added three new items for crafting - one scabbard for swords and two blades for spears.
  • Fixed some problems on crafting items.
UI
  • Fixed a bug where map notifications were sometimes lost without being shown to the player.
Battles and Sieges
  • When looting enemies, it is now possible for the system to provide an item with a modifier if the default value of the item is too low or too high.
  • Missiles can now pass through between siege ladders' steps.
  • Fixed that corpses and thrown boulders were not being erased after the entity below them was destroyed.
Combat AI
  • A critical bug that caused AI in sieges to act unexpectedly and possibly cause crashes, if the player was aiding a side (being a separate ally team during the siege mission), was fixed.
  • A critical bug that caused AI pathfinding to almost always reset its path when moving from static to dynamic navmeshes and vice versa, which caused performance issues and agents not being able to climb siege towers correctly, was fixed
  • Incorrect ordering of mission behaviours caused a team's general to be deselected at the “choosing formation to lead” stage of army sieges. This was fixed.
  • AI that should've attacked the inner gate after breaking the outer gate with the ram in a siege tried to run into the castle over ladders because they chose the reverse side of the gate to stand and wait for reinforcing those that attacked the gate due to a bug. This was fixed.
  • Fixed a bug that occurred especially when armies were far away from each other and caused agents to run towards the enemy when given the order to retreat.
  • Removed unnecessary pathfinding calls by the AI that caused performance issues especially in sieges without impact on the decisions they were trying to make.
Character Development System
  • Changed Skill XP increase formula to 10 + skill level.
  • Fixed an issue in char creation where switching to female from male and back would reset all beard and other male-only properties.
Clan and Party
  • Companions now come with cheap items with modifiers, so they are easier to recruit.
Economy and Trade
  • Higher tier armours are now produced in towns and can sometimes be found in the marketplace.
Crafting
  • Fixed a bug where crafted items could have different stats then shown during creation.
  • Fixed a bug where crafted items lost changes to stats when loaded from a savegame.
Settlement Actions (Town, Village, Castle and Hideout)
  • Boosting construction now adds 50 construction rather than x2 construction speed
  • Fixed an issue with asking companions to look for themselves or asking villagers to look for our companions near us.
  • Fixed a bug that made the settlement project's completion time negative.
Quests & Issues
  • Family Feud quest related fixes/improvements.
    • Bugs
      • Fixed a bug that causes quest dialogues to disappear after Save & Load.
      • Fixed a bug that causes a quest NPC to not spawn in the target village.
    • Improvements
      • Added/Changed some dialogue texts.
      • Added/Changed some log entries.
      • If the player dismisses the quest NPC from their party, the quest will fail.
  • The Spy Among Us (The Spy Party) quest related fixes/improvements.
    • General
      • Quest title is changed to "The Spy Among Us"
        From now on, players can activate the quest even if the quest giver is inside an army.
    • Fixes
      • Fixed a bug that changes face keys of spy candidates.
      • Fixed a bug that causes the UI health bar to show wrong values for the player when duelling with the spy.
      • Fixed a bug that causes spy candidates to disappear when saving & loading the game inside the involved settlement.
    • Improvements
      • The spy will scale up according to the player's skills.
      • Added better battle equipment for the spy.
      • Added/Changed some dialogue texts.
      • The randomization parameter for townspeople to give player clues was adjusted to prevent problematic situations.
      • Added visual trackers for the spy candidates (Default: "Alt" key).
      • Issue duration was changed from 35 days to 5 days.
  • Lord Needs A Tutor quest related fixes/improvements.
    • Fixes
      • Fixed a bug that caused the quest NPC to disappear after the player was taken as a prisoner.
      • Fixed a bug that causes the quest giver and the quest NPC to be the same person.
    • Improvements
      • Added/Changed some log entries.
      • If the player and the quest NPC are somehow separated, the player will be able to track and find the quest NPC via the quest log and can thus continue progressing the quest.
  • Lord Wants Rival Captured quest related fixes/improvements.
    • Fixes
      • Fixed a bug that causes the quest to get stuck if the quest giver has no fiefs.
      • Fixed a bug that causes duplicate/empty log entries.
    • Improvements
      • Added a dialogue option that allows the player to deliver the target NPC to the quest giver.
  • Minor fixes for Headman Needs Grain issue.
  • Further issue quest dialogue improvements.
  • Persuasion parameters fixed in Army of Poachers, Family Feud and other quests.
Other
  • Overhauled equipment of minor factions to better fit their characteristics.
  • When we entered a town scene for the second time, guards were missing. This was fixed.
  • Fixed the colour of the player's companion portraits when we enter a hostile settlement
  • Made the player's brother a bit younger.
  • Fixed a bug that caused prisoners to become governors.
Multiplayer
Audio
  • Added notification shouts to certain events (like the distant shout when someone captures a flag).
Server & Network
  • Fixed issues related to requesting to join a custom game that is ending.
  • Fixed issues caused by multiple party members requesting to join a game at the same time.
  • Fixed some rare cases of disconnections from the Lobby.
Both
Performance
  • Major CPU performance improvements on both field and siege battles.
  • Minor performance improvements on multi-core usage.
Art
  • Fixed beards protruding from helmets.
Audio
  • Minor improvement on sounds playing delayed on slower HDDs.
  • Audio performance improvements for older CPUs.
  • Removed clicks and pops from boulder impact sounds.
  • Some volume changes for ambient sounds.
Known Issues
https://forums.taleworlds.com/index.php?threads/known-issues-updated.401168/
Why is my enemy (enemy lord, lady or king) sitting,living in my city
 
The more time I'm playing this build the more funny it gets xD.
Lords stopped using any tactics. They just charge like looters. Since we talk about looters I just fought in battle against 264 looters xD My 30 Palatine guards couldn't shoot fast enough to kill those bastard and I had first melee combat with them since a week or so xD
 
I'm into the latest Beta open on Steam, it seems that weapon parts from crafting are locked into MP. weird stuff.
Also, I was dabbling with crafting, obviously, and I've noticed that when you hit a critical crafting (negative or positive) all the subsequent items using the same parts inherit the first item values.

This was present in 1.1 and probably in all previous versions too. You should make a bug report for that, if it's not in the known issues.
+1
 
Seems like Looters are deadly in auto-calc now and will kill your units. Doesn't look like it was mentioned in the changelog.

Leveling troops seems a bit more tedious now since we don't have a training skill.
Well 6 looters killed 3 troops in my 60 men army out of which 1 was vlandian sharpshooter and other was fion champion..ridiculous :shock:
I fear auto resolving with looters so much now :mrgreen:
 
Well 6 looters killed 3 troops in my 60 men army out of which 1 was vlandian sharpshooter and other was fion champion..ridiculous :shock:
I fear auto resolving with looters so much now

Honestly it felt a little cheap how auto-resolve would literally never kill your units with looters, even if all of your units were wiped. this is too much though, there should be a buff to autocalc wounds if you are greatly outnumbering the opponents.
 
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